Matt Turner writes:
> Two shaders that appear in Unigine benchmarks (Heaven and Valley) unpack
> three bytes from an integer and convert each into a float:
>
>float((val >> 16u) & 0xffu)
>float((val >> 8u) & 0xffu)
>float((val >> 0u) & 0xffu)
>
> Instead of shifting, masking, and ty
Two shaders that appear in Unigine benchmarks (Heaven and Valley) unpack
three bytes from an integer and convert each into a float:
float((val >> 16u) & 0xffu)
float((val >> 8u) & 0xffu)
float((val >> 0u) & 0xffu)
Instead of shifting, masking, and type converting like this:
shr(8)